Also, I know it's not that important overall but does this version finally have ragdoll?

Yes, and I think it's very important. In ArmA2 the deaths of enemies feel very delayed to the moment you hit them and the death animations are very weak. Iron Front improved this by adding new death animations and ArmA3 will finally have ragdoll, so I hope that there will be no more delayed deaths and finally some natural looking death animations ...

The idea of ragdolls is that the dead character just slumps right down negating the need for actual animations. There may be "push" factors (explosions, bullets) taken in to account to make the body fall in a certain direction but other than that, I don't think there will be any need for actual death animations.

P.S From looking at some vids, there is no delayed player to ragdoll deaths. <3

The idea of ragdolls is that the dead character just slumps right down negating the need for actual animations. There may be "push" factors (explosions, bullets) taken in to account to make the body fall in a certain direction but other than that, I don't think there will be any need for actual death animations.

P.S From looking at some vids, there is no delayed player to ragdoll deaths. <3

You're right, that's what I meant, even though I expressed myself wrong

The idea of ragdolls is that the dead character just slumps right down negating the need for actual animations. There may be "push" factors (explosions, bullets) taken in to account to make the body fall in a certain direction but other than that, I don't think there will be any need for actual death animations.

Ragdolls actually do animate the models. It's just not via man made (in the strictest sense, as the code to handle ragdolls IS manmade...) animation, but via dynamically created ones. But that's still animation.

Semantics. Everything that's animated is technically an animation. "Animation" can even mean a completely static scene shown with a moving camera.
But in video-game talk an animation is an actual saved animation for an animated object.
And in that sense, rag-doll physics aren't animations.

They can be combined though. Like an animation for grabbing the chest before slumping over via rag-dolls, or falling to the ground via rag-dolls and then crawling or reaching up.

Although the line between pure rag-doll physics and animations become more and more blurred. E.g. Euphoria.

Visuals are noticeably more polished overall. Weapon handling didnt look that much better from the video though. Less jerky, but still not properly conveying weight and power like RO does so well.

Also, I know it's not that important overall but does this version finally have ragdoll?

Ragdolls are in; a screen shot from a while back shows a soldier flying through the air. Knowing how BIS seems to do a half-done job at things, I have a feeling the ragdolls will be on par with CS:S or other older Source games. I'll be happy if I am proved wrong.